so when I UV unwrap in blender and export as obj with MTL, then import into blender, I notice several problems:
1-on importing, my single mesh is split into three. This can be fixed by merging, but its an extra step
2-When looking at the face UVs, they are correctly unwrapped, but when I assign the texture to the face UVs, suddendly the UV island turns tiny and needs to be readjusted manually.
#Importing from blender issues
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First pic is when importing, and this one is after assigning the texture. The face displays correctly, but the UV island is much smaller now.
When I click on the UV island it looks like it updates and breaks whats displayed on the model
On the other hand there's a body texture whose correct UV layout is preserved. I won't show it as it contains nudity though.
when I try to import the MTL alongside the OBJ, it messes up and shows this
that is, if the girlface.png sprite was not present in the project already
I made a separate project to test and it looks like it might be the "UV size" that's automatically "rescaling" the UV island.
I dont understand this stuff about pixel density or UV sizes yet
i think im also messing up scales
how did you even import in the first place? Did you import animations along with this?
Try triangulating your faces before exporting
If you think this is a bug however report in #bb-feedback-archive
No, as there are none
I used the import button and specified paths for both the obj and mtl files exported from blender
Tried, doesn´t work. I think it´s not a bug, its just I dont understand how blockbench handles UV sizes. There's also the "texture size" property when importing a mesh/creating a new project
and if I set the UV size to 128x128 it more or less gets the size okay 🤔
But the sprite is 50x50. IDK how to find the correct relationship other than by trial and error
Is there a resolution or something while in blender?
Resolution?
I don't think UVs work like that in Blender.
When I make a new project and set texture size to 1, import the model with a scale of 1, and set the texture to a UV size of 1x1, it seems like it gets the map kind of okay.
But then I get these high numbers. I wonder if it means anything bad
the (# x) means if you apply a texture to a 16 unit wide plane with current uv size, the plane will display 800 pixel